| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- function PhysicsShapeData::damage(%this, %obj, %sourceObject, %position, %amount, %damageType)
- {
- // Order of operations is extremely important here!
- // Verify that any changes will not cause this method to overflow the stack
- // recursively calling itself.
-
- // Note that invulerable, damageRadius, areaImpulse, radiusDamage, and damageType
- // are only dynamic fields... This is fine so long as you are only calling
- // this method server-side, just keep in mind these fields are NOT networked.
-
- if ( %this.invulnerable ||
- %amount < 0 ||
- ( %this.minDamageAmount != 0 && %amount < %this.minDamageAmount ) )
- return;
-
- // We cannot destroy things twice.
- if ( %obj.isDestroyed() )
- return;
-
- // This sets a maskbit on the server PhysicsShape which will cause the
- // client object to destroy ( spawn debris ) during the next ghost update.
- %obj.destroy();
-
- // Single-player hack...
- // In a single-player situation the radial impulse NetEvent will
- // be applied client-side immediately when we call it, which means it will
- // happen before the next ghost update and the debris won't even exist yet!
- //
- // So we are explicitly calling destroy on the client-side object first,
- // before sending the event.
- //
- if ( %obj.getClientObject() )
- %obj.getClientObject().destroy();
-
- if ( %this.damageRadius > 0 )
- {
- // Send impulse event to affect objects from the explosion of this object.
- // Happens server-side and client-side.
- if ( %this.areaImpulse > 0 )
- RadialImpulseEvent::send( %position, %this.damageRadius, %this.areaImpulse );
-
- // Apply damage to objects from the explosion of this object.
- if ( %this.radiusDamage > 0 )
- radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType );
- }
- }
|